I'm afraid you're forgetting bots made using tintin or tinyfugue or zmud. I think the best way to control multiplaying is to force your player to register his/her e-mail and then to verify it. But then you have the problem of yahoo mail accounts and things like that. Even snooping and seeing a group that works together without exchaging a word doesn't tell you a thing. They could be in the same room in RL and talk with each other. Believe me, i've run a MUD in a school, and i gave up trying to stop multi-playing. Just assume you have it and try to plug the holes it may cause on game play. >Automated mulitplaying detection? >I wouldn't say it's impossible. >If we go back to the basics of a player who has two characters, >at any one time, that person will only be keying in commands for one of >the characters. > Now, if two players were suspected of muliplaying, a watch could be kept >on imcoming commands, and although it doesn't prove anything, if commands >from both characters are recieved within a certain time limit, i.e. < the >time to change windows and type, then you can be reasonably sure that the >two characters are separate. Of course if the characters have different >IP's then it's a little less conclusive. > >Yours, >DAn > +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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